2b. Spatial navigation: Problem, diagnostics & treatment Flashcards

1
Q

What are individual variations in navigation behavior in the following domains?

  1. Gender
  2. Age
A
  1. Females prefer using landmarks, while males prefer using cardinal directions (e.g. North)
  2. Children are able to use their own perspective (egocentric) rather then a more allocentric perspective. When you grow older, it’s more difficult to use your mental representation regardless your perspective. This has also implications for mobility and autonomy (unknown environment can be quite harmful).
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2
Q

What is the problem for identifying spatial navigation?

A

There are no diagnostic or treatment tools available for this very common impairment, because these tools have been focused on small scale space.

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3
Q

Which spatial functions are associated with the following preclinical markers of AD?

  1. Parietal cortex
  2. Posterior cingulate cortex
  3. Retrosplenial cortex
  4. Hippocampus
  5. Entorhinal cortex
  6. Perirhinal cortex
A
  1. Parietal cortex: egocentric navigation
  2. Posterior cingulate cortex: landmark position & attention
  3. Retrosplenial cortex: ego- and allocentric translation
  4. Hippocampus: representations of space
  5. Entorhinal cortex: path integration (you can reach a location from different paths)
  6. Perirhinal cortex: encoding spatial information
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4
Q

Why is time experienced as faster in VR?

And when can this also happen on a flat screen?

A

Because the dimensional display you’re more emersed and your emotional involvement is higher –> this affects temporal processing.

If the emotional content is there, this can also happen on a flat screen.

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5
Q

In the study where soccer players were provided with replays of their penalties (and manipulated replays), what can we indicate from the findings? (2x)

A

That we can manipulate people without them noticing

That we can make them feel in a certain way

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6
Q

In the study with claudation, the question was if we could affect their maximum walking distance by using VR on a treadmill. What where the findings?

  1. In the stretched environment
  2. In the compressed environment
  3. Fun
A
  1. People walked farthest without noticing
  2. There was no improvement
  3. VR was experienced as more fun than no VR
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7
Q

You can subdivide people into 3 categories of navigation abilities. Which 3?

And for the 2nd and 3rd ones: in which 2 categories can these be subdivided?

A
  1. What: identifying landmarks
  2. Where: identifying locations in space
  3. How to get there: paths/spatial relations

Where

  1. Egocentric: with regard to self –> e.g. from your position, point to the library
  2. Allocentric: with regard to the environment –> e.g. mark the position of the library on this map

How to get there

  1. Route knowledge: dynamic –> e.g. draw the route you have taken on this map
  2. Survey knowledge: static –> e.g. indicate which 2 locations are closest together.
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8
Q

In the study where VR was used to measure the 3 categories of navigation ability, what were 2 findings on:

  1. Allocentric navigation ability
  2. Performance on survey knowledge
A
  1. Allocentric navigation ability makes use of mental representation from the hippocampus, which shrinks with ageing –> so we saw a substantial decline with age
  2. Performance on survey knowledge went up for people in their 50s, since they are highly trained on reading maps (generational effect)
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9
Q

What is the ICF model?

A

International Classification of Functioning, Disability, and Health.

This model can help with informing treatment decisions.

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10
Q

What are specific elements of serious gaming? (4x)

A
  1. Motivation: you have to provide some form of interaction by entailing simple rewards (they are really effective)
  2. Goal setting: levels are very explicit goals
  3. Progress monitory: seeing how you are doing
  4. Adjustable task selection: ideally you want to have a “flow” between skill and difficulty (this can be done at an individual level)
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